Greed: The Killer of DOA6

Well, that’s that then: Dead or Alive 6 is officially, er…dead and I couldn’t be happier about it. That’s probably a bizarre thing for a fan of the series to say. Doubly so given that – at the time of typing this post – I still haven’t purchased DOA6.

However, the recent Twitter announcement from Koei-Tecmo, about April’s DLC update being the final batch of support for DOA6, felt like justice in a warped way. The game has badly underperformed at market and consistently attracted low player numbers. It’s a big turnaround from the success of Dead or Alive 5 and there’s a good reason for it.

Greed.

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Let’s put this into perspective. Dead or Alive 5 was severely criticised for its fuck-ton of DLC and neverending stream of season passes. Yet, the tide of add-ons was viewed with a raised eyebrow and a knowing smirk. It was Koei-Tecmo playing the “sex sells” card and it more or less perfectly straddled the line between being acceptable and straight-up taking the piss. If any proof was required that the DLC tactics didn’t push fans away, consider that DOA5 had two updated editions (Ultimate and Last Round), spanned two hardware generations, and was supported for six years.

DOA6, on the other hand, is being put out to pasture barely a year after the initial release. To me, this is JUSTICE, because it is a case of a publisher pushing the limits of DLC beyond the realm of acceptability and being punished for it. Gamers were rightly horrified by how brazen Koei-Tecmo were being with DOA6‘s add-on content and clearly voted with their wallets. It’s something that we – as consumers – need to do in order to show big publishers that we won’t lap up any old bullshit.

DOA6 ran into trouble straight away when Koei-Tecmo vowed to tone down the game’s sexuality in order to get more people involved and give the series a greater chance at being taken seriously. As it transpired, it wasn’t the drastic Victorian-era suppression of the female figure that we feared but the story nevertheless generated negative press and worried a good chunk of the DOA fanbase. But it wasn’t paranoia over SJW rule that ultimately killed sales of DOA6. It was the publisher’s determination to wring their customer’s wallets dry.

First of all, Dead or Alive 6 has had FOUR season passes in less than a year! As far I’m aware, Season Passes cover a year’s worth of DLC in most games, hence the name. Not in DOA6 however. Fuck that logic. They were eye-wateringly expensive too, with the most recent Season Pass 4 retailing for $90.

Overall, the game has hundreds upon hundreds of dollars-worth of DLC available to download. You thought DOA5 was bad? Well, Team Ninja really upped their work rate for 6, pumping out new costume packs at an insane rate. It really is the undisputed claimant to the title of DLC: The Game.

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This is a pretty gloomy story so here’s a pic of Honkers Honoka showing off Koei-Tecmo’s commitment to cleaning up their act.

But the worst of all didn’t come until this year, when the publisher decided that it was acceptable to charge players for a change of hair colour…and make them pay for said colour every time they changed it.

In a way, the audacity of Koei-Tecmo has to be admired.

On the other hand, the whole saga of DOA6 has been an embarassing series of apologies to the fans, promises of fixes and back-tracking. Add to this the crappy in-game unlock system and the fact that DLC can’t be purchased individually for American/European PS4 owners of the game specifically, and you have a really unappealing fighting game on your hands.

The other big problem is that the game isn’t THAT big of an upgrade over Dead or Alive 5: Last Round, which still looks fantastic in PS4/XBO form, plays brilliantly and isn’t saddled with terrible money-making schemes. Yes, the DLC for that game is still a joke, but it is at least more honest (if you can get past the awful organisation and confusing compatibility Catalogue add-ons) and what’s available is the accumulation of six years worth of steady support as opposed to a relentless tide of DLC being vomited out in single year. I, for one, saw no reason to upgrade from 5 to 6 and have yet to be convinced. Unless Koei-Tecmo announce some sort of all-in-one retail package of the game, then I doubt I ever will.

So I’m glad that gamers have woken up and rejected Koei-Tecmo’s business strategy.

Unfortunately, it does mean that the DOA series may well be mothballed as a result of this commercial failure. I also wouldn’t be surprised if KT blame “market trends” or other vague reasons for the absence of a DOA7, rather than holding their hands up and publicly accepting that they went too far with 6 and allowed greed too much of a say.

I hope that this isn’t the end of Dead or Alive but Koei-Tecmo need to learn from the failure of DOA6 and take a leaf from the books of other publishers of fighting games.

 

 

Dead or Alive 6: Hair-Dye Simulator 2020

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I’m very late to the party on this one. Pretty much every videogame journo and Twitterati has ripped Koei-Tecmo to shreds over this pay-to-change-your-character’s-hair-colour debacle but guess what? I can still come along and pick up the scraps…and tear them into even smaller pieces. That’s just how I roll here.

It’s already well-known that Dead or Alive 5 saw Koei-Tecmo turn their famous fighting game into a hybrid fighting game/dress-up experience. Sure, DLC was around on the Xbox 360 in the days of DoA4 but it was the fifth installment that really saw the publisher slip into bed with DLC and flaunt their staggering stamina stat by fucking, non-stop for several years. The resulting offspring was a library of add-ons that allegedly (I haven’t fact-checked) exceeded $1,000.

Many were disappointed that the publisher had sold out to the portion of the fanbase that was more invested in the sexy stuff than the actual gameplay. DoA5 was almost like dressing up a bunch of dolls and playing with them, rather than taking this punching thing seriously.

And, as much as I agree with that, I have also defended the game numerous times. After all, the gameplay was probably the best it had ever been and the graphics were fantastic. I also really enjoyed the ability to customise stages with past music. As for the DLC…well, nobody was forcing you to purchase costumes. If you want it, then buy it. If you disagree that strongly, then boycott – simple. I bought a fair few outfits but only for my favourite characters. Yes, the prices were sometimes heavier than Tina’s in-game bust but, again, you were still able to play the game without buying maid outfits and the yearly batches of Halloween costumes. If it extended the life of the game and kept you playing, then that’s a good thing.

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This one of my favourites that I paid for. Conveniently (and amazingly) that chain of flowers always manages to remain in the right place to keep the game PEGI 16-rated.

That said, I wasn’t blind.

There’s a balancing act between accepting a DLC structure and being taken advantage of. Arguably, the latter was already happening given that Koei-Tecmo were well aware of how sexually appealing DoA‘s girls are to their consumer base hence the drive to squeeze more and more money from fans by selling increasingly-skimpy bikinis and risque outfits.

As I have already said, I don’t mind cherry-picking the DLC that interests me if it keeps me playing and enjoying a game for longer. BUT there is a tipping point when that aforementioned fine balancing act fails and you – as the customer – must put your foot down and say “no,” if things tip into the realm of the publisher just taking the piss. This is what has happened with Dead or Alive 6.

It must be mentioned – before I continue – that I still haven’t played DoA6 because every time the game is in the news, it rubs me up the wrong way and I’ve yet to read anything to convince me that things have changed. It got off to a bad start when Koei-Tecmo claimed that they were going to be cleaning up the series’ image. I’ve already talked about that at length before but, to quickly re-cap, I am an unashamed fan of the boob physics and revealing outfits. I see it as escapism and harmless fun. It’s DoA‘s USP for crying out loud. The last thing I wanted was the series to bow to the pressures of the Woke generation. Yes, it wasn’t a deal-breaker (as I also made clear in my DoA6 reveal post) but it was disappointing.

So I would have still bought the game but worse was to come. First, there was the really crappy system of unlocking new constumes. Then came the absolute bullshit of western PS4 owners being the only group that couldn’t purchase costumes individually, meaning that you had to buy entire packs or commit to the big-money season passes.

Perhaps these things have been fixed – I don’t know. What I do know is that the balance had well and truly shifted in my view, and even I wasn’t able to defend the janky, money-grabbing execution of DoA6. As much as I still wanted to give it a go, Koei-Tecmo had simply gone too far. At the end of the day, DoA5 was still on my shelf and still everything that I’d ever wanted from the series. Why expose myself to shit that was just going to piss me off and attempt to rape my wallet?

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As a King of Fighters fan, I have to admit that I do want to play DoA6 to try out Kula.

Give us humans enough time, however, and we get over it. DoA6 had been creeping back onto my mental “maybe I’ll finally buy a copy?” list. Then this fucking hair thing happened.

In case you’ve been living under a rock, you can now use Premium TicketsĀ  – which are obtained in exchange for actual money – to change the colour of your character’s hair. Paying to dye Kasumi’s hair is pathetic enough, you might think, but this is no normal DLC. In fact, it isn’t even DLC proper. It’s a non-permanent micro-transaction that has to be paid for again if you switch said character’s hair back to the default colour. It only costs one ticket (which is $1.00) but that isn’t the point. The point is that you are effectively renting a hair colour. Koei-Tecmo’s audacity with this is a new low in my opinion. Paying for something so small in the first place is straight-up robbery but, if you have to do so, then it should at least be a permanent option unlocked/added to your game.

Heck, I’d want to go even further. If I’ve got to pay a dollar to swap Kasumi’s hair colour then, without wishing to be too crass, that buck had better also cover a hue change for the bush between her legs. Then again, judging by the fan-made renders and in-game mods of the DoA lasses, they’re all bald down below anyway so that’s my value-for-money notion in the bin.

You know, I thought that Street Fighter V was having a laugh when the game wanted the player to pay for palette swaps but this is something else. Koei-Tecmo has at least responded to the slating on Twitter:

“Dear fans, we hear and acknowledge your disappointment behind our roll out of the new hair color feature for DoA6. We greatly appreciate your feedback, and are working towards a solution that helps to mitigate this issue and will share our plans in the coming days.

We apologize for our misstep, and are working hard to resolve this situation. We thank you in advance for your patience and hope you continue to enjoy DoA6.”

“Misstep”? Bullshit. They knew EXACTLY what they were doing. To me, it seems as if they decided to push the envelope anyway to see if they could get away with it, and if they couldn’t? Well, just pass it off as a glitch or a harmless error of judgment. This isn’t an “issue” or a “situation”; it’s straight-up taking the piss and it isn’t even funny anymore. Previously, we would joke about DoA being a shopping simulator or a dress-up game but I’m not laughing now. The joke isn’t funny.

I’ll be voting with my wallet and continuing to not purchase a copy of Dead or Alive 6.

Shame.

 

What does Tecmo have against PS4 owners?

I’ve made no secret that Dead or Alive is one of my favourite fighting game series’ and I’ve also made no secret of the fact that I enjoy the unashamed smut that Tecmo’s fighter has peddled ever since its debut. So I was disappointed when they decided to get serious with DOA6 and dial back the sexy stuff for the sake of being more “acceptable” and modern. Thankfully, that change in philosophy didn’t turn out to be too radical and we didn’t see Kasumi and co. trying to duke it out dressed as nuns.

That said, I still haven’t picked the game up. Partly because I still feel that I have some mileage to extract from DOA5 and partly because I wasn’t a fan of the in-game unlock system for new costumes. However, I sat up and took some notice when the new Seaside Eden season pass was announced, compromising of a new beach stage and a truckload of bikinis. The pass is to cost $79.99 USD which is a lot of money but I assumed that wouldn’t matter. After all, if I finally took the plunge with Dead or Alive 6, I could just cherry-pick individual costumes…couldn’t I?

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This was where I discovered something pretty surprising and annoying. For those who have been playing DOA6 for a while now, this is probably a really dated rant but I genuinely had no idea that costumes can be purchased individually on every platform EXCEPT for the PS4…in the West. Playing DOA6 on the PS4 in an Asian market? No problem. Xbox One or PC? We got your individual costume purchases covered, buddy. PS4 in America or Europe though? Fuck you, says Tecmo.

What sense does this make exactly? I can’t see one although I have come across two possible theories that I think are both a load of old cobblers.

  1. Sony is to blame for wanting to keep the PS Store uncluttered and streamlined
  2. It is a marketing strategy in order to make more money in the West by forcing punters to purchase season passes or entire sets of DLC

The first theory makes some sense initially. Anybody who dabbled in DLC for either the PS3 or PS4 incarnations of DOA5 knows how awful the organisation of the DLC was and the nightmare of pissing about with compatibility catalogues or trying to make old DLC purchases work with updated versions of the game. So it would be understandable if Sony insisted on keeping things clean with DOA6. But this theory falls apart when you remember that PS4 owners in Asian markets can buy whatever the hell they want.

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The second theory also has no legs when Xbox One and PC owners don’t have to commit to a season pass.

So why are Western PS4 owners snubbed? I honestly don’t know but what I DO know is that I won’t be buying Dead or Alive 6 until Tecmo sort this shit out. Some may argue that missing out on the DLC (especially superficial sexy stuff) won’t harm my enjoyment of the actual game and while I agree with that, I also know that I purchased a lot of DLC for DOA5 and I would likely want to do similar with 6. This isn’t even an anti-DLC rant. I want to buy what Tecmo/Team Ninja are selling but it’s the principle of being forced into buying a mega-expensive season pass that turns me off, especially when owners of other platformers don’t have to deal with that crap.

Sort it out, Tecmo.

Why Dead or Alive 5 was great

It seems like a long time ago now that Dead or Alive 6 was first announced but guess what? It’s finally here. At the time of writing this however, I still haven’t picked the game up nor had the time to watch any footage of it in action so I’m still sceptical about Tecmo’s promise to tone down the titillation and how this will affect the series. That and Sony’s recent shift towards tighter censorship for games appearing on Playstation platforms. Don’t misunderstand me though: I have no doubt that DOA6 is a superb fighting game (and one that I WILL eventually buy) but for me, the silly sexualisation and appealing female characters are a traditional part of the series.

And I enjoy it so shoot me if you disagree.

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Obviously there are pros AND cons to adjusting Dead or Alive‘s DNA. Tecmo clearly want DOA to be taken as seriously as the likes of Tekken and Street Fighter at a competitive, e-sport/tournament level, an ambition that can only go so far when many of the characters’ outfits in the outgoing DOA5 are banned from being selected. Also, as much as I personally approve of skimpy alternate outfits and being able to play around with breast physics in the options menu, these aspects no doubt restrict DOA‘s audience to the faithful core of loyalists, doing nothing to change the outside opinion that DOA is “just a game for pervs” (a real-life quote from somebody I know).

With all of this in mind, I thought it would be timely to take a quick look back at Dead or Alive 5 and why it was so good. After all, if 6 does decide to be a bit too serious then it’s comforting to know that we can always break out our copies of DOA5: Last Round.

The Guest Characters

These days, guest fighters from rival games (or even completely unrelated genres) are a standard feature in fighting games but this doesn’t necessarily mean that they always fit right in and compliment the roster (Noctis and Negan in Tekken 7 for example). DOA5 quietly got it so right though. The four Virtua Fighter guests feel right at home and retain their familiar moves whilst also seamlessly slotting into DOA‘s fighting system. It has proven to be one of my favourite fighting game crossovers of all-time, even if CPU Jacky and Sarah sometimes seem suspiciously difficult to beat.

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Even better was the signing of SNK’s Mai Shiranui. After all, who fits a Dead or Alive game better than a loosely-garbed female ninja with huge boobs? The best thing about this specific guest appearance however was that it seemed like the kind of thing that fans of fighting games would have been asking for in their dream scenarios. Mai looks fantastic in DOA5 and comes with her signature special moves from KOF while learning some new combos to help her ‘work’ in her new, 3D environment (KOF Maximum Impact doesn’t count as prior experience…). Happily, she was recently confirmed as part of DOA6‘s roster.

The New Characters

New characters in long-running fighting game franchises are always a tricky one. The developers must:

  1. Come up with a distinctive and unique fighting style that hasn’t been done before in the series.
  2. Design a visually-appealing character that isn’t too similar to existing characters

Get it wrong and you end up with clones or characters that are simply uninteresting to play as. With DOA5 I feel that they mostly succeeded with the new characters as far as the overall fanbase and reception was concerned. I wasn’t personally a fan of all of the new challengers but I’ll get to that in a second.

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I really liked Mila for being a more rough ‘n ready fighter with an MMA-inspired style of fighting and slightly more realistic look that wasn’t all about the supermodel looks and massive boobs (although Tecmo ensured that she put up an ample fight with the latter). Then there was Rig who looked really bad-ass and brought Taekwondo to the series. The last of the new characters that I liked was Nyotengu who I just think has a really cool design and interesting fighting style.

The other new characters have all been successful for Team Ninja but aren’t personal favourites of mine. Phase 4 was a Kasumi clone that I couldn’t really get that excited about and Honoka was a typical archetypal schoolgirl with mountainous breasts and a fighting style that I didn’t really think that much of. Finally, there was Marie Rose who – despite being classed as 18 years-old – always struck me as uncomfortably young in appearance given the game’s inclusion of swimsuits and sexy attire. More importantly, I don’t care for her fighting style either.

On a commercial level however, all of these characters were a big success for Tecmo and Team Ninja. Honoka and Marie Rose for instance became immediate fan favourites and the cover stars of Dead or Alive Xtreme 3 as a result.

The Cinematic Look

Before I played the OG version of DOA5, I have to admit that I was pretty apprehensive about the game’s big action movie approach with cinematic set pieces and dynamic, multi-layered stages. After all, being able to deal extra damage by booting an opponent over the edge of a rooftop or launching them into a piece of interactive stage scenery seemed to break the rules of fighting games to me. True, we have seen this sort of thing before but it looked like it was going to be more heavily-promoted this time and moved front-and-centre.

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Truth be told though, I actually ended up really enjoying it all. It gave DOA something unique and a little more interesting and definitely contributed to the excitement of the fights. A particular favourite of mine was one of the city stages where you can kick an opponent off a collapsing rooftop just as a fuel tanker crashes and triggers a massive explosion. Thankfully, you can turn this stuff off if you prefer to be a bit more traditional but on the whole, I don’t think it interferes too much at all anyway and it’s worth remembering that while you can suffer “cheap” damage, you can also win rounds yourself by taking advantage of a stage’s hazards.

Also, the additional battle damage detail such as the dirt, realistic perspiration and the water-related wet effect were nice touches that made a battle seem just a touch more realistic after it was over and your character struck their win pose.

The DLC

Now this one is a double-edged sword. DOA5‘s DLC was certainly too expensive and far too vast, prompting many of us to reach the not-unreasonable conclusion that Tecmo were simply abusing the fans and the marketing force that is “sex sells” by releasing an endless stream of outfits that grew progressively more outrageous as time went on. The online store was (and still is) an utter mess with outfits difficult to find, certain packs not working unless you downloaded compatibility “catalogues” and DLC from previous versions of the game not working with the updated releases. Other outfits simply state that they are not available to purchase for no apparent reason and making people pay for DLC characters that were later included on the disc in Last Round felt a bit shitty.

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On the flipside, the constant stream of DLC did at least mean that there was always something to keep the playerbase playing. Very little of it was conceived prior to release so it was a good example of a developer constantly providing for owners of the game as the years passed. Obviously, the cynical motives behind the overall DLC strategy will be impossible for many to ignore and there’s no denying that the pricing and organisation are unforgiveable BUT if you can look past all of this, then DOA5 is a game that endured. You also need to remember that just because a DLC strategy rubs you up the wrong way, doesn’t mean that you are being forced to purchase any of it. I personally enjoyed the DLC and was only really aggrieved by my downloads from the base version’s collector’s edition not working with Last Round, causing me to piss about for ages downloading compatibility packs etc. Ultimately, I’m still playing the game today and a small part of that is because there are still a great many bits and bobs that I can still buy from the store.

Parting Thoughts

All of these reasons aside, Dead or Alive 5 was simply a great game. Many like to poke fun at the series and call it a “game for pervs” and there’s no denying that there is some truth in that viewpoint – let’s not embarass ouselves by spouting airs and graces. However, DOA has always been a fantastic fighting game in its own right. Fast and fluid with organic combos that are easy to learn for button-mashers and difficult to master for pros, DOA is a unique game. The hold system separates the amateurs from the learned and there are endless ways to link moves together.

Additionally, DOA5 (in any incarnation) looks utterly fantastic. The graphics and character models are impressive and the detail with regards to things like sweat and dirt only help to enhance this.

By the time DOA5 reached it’s Last Round incarnation, it was truly one of the great fighting games of the last generation. The roster was filled out and very comprehensive as far as the series’ legacy goes, the available DLC was enormous and there were some very nice special features available such as being able to customise the soundtrack with tunes from previous DOA entries. Add to that the collaborations with other videogames/anime for interesting DLC and the guest characters that I talked about earlier and it’s not difficult to see how DOA5 lasted for so long. Yes it has its flaws and the titillation will not be for everybody but it was a great game and always will be.

Dead Or Alive 6 Officially Revealed…But Will it Miss the Point?

One of the more interesting pieces of news to come out of the past weekend was the official announcement of Dead Or Alive 6, the follow-up to the popular fifth main entry in the infamous fighting game series which spanned three revisions and two generations of home consoles. Dead Or Alive is a series that just keeps on going regardless of the current popularity of the genre so a new game is never a huge shock but this time, there IS some surprising impressions to take home from what we’ve seen so far.

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Hyper-realistic expressions and damage are apparently going to be the focus rather than boob jiggle in Dead Or Alive 6.

On the surface, there’s a lot that will look familiar to anybody who played the last game: interactive environments, a cinematic feel and fast-paced fighting. The big surprise this time is that the developers are apparently going to be lowering the focus on sexualised female characters, a move that has invited considerable disappointment from some corners of the online gaming community. The trailer shows no sign of the series’ famous (or infamous) exaggerated breast physics and costumes are more conservative. Could this be Team Ninja finally growing up? The following quotes from an interview with IGN certainly point in that direction:

“We wanted to make a more cool and more mature Dead or Alive this time, and to that end we made a conscious decision to make characters less sexualized,”

“The female characters are still attractive, as are the men, but first and foremost they are fighters,”

It makes sense on one level. Dead Or Alive has always had a fantastic fighting system with its punishing reversals and counter-holds separating rookies from practiced players but the games have struggled to be taken seriously with some fighting game tournaments even banning select outfits from being used due to their highly revealing nature. It seems that Tecmo are pushing for their established series to gain some credibility at last but will this alienate a large chunk of the fanbase? Can Dead Or Alive stand up on the basis of its fighting system alone?

I would say “yes”. I’ve always rated the games because despite their button masher-friendly combos, they still feel very different to rivals. Combos and movement in general felt very fluid and organic in DOA5, contrasting with the rigid inputs of Tekken for example. The cinematic style of fights was also quite entertaining and didn’t detract too much from the established rules of how a fighting game works.

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The outfits may be more practical this time around but fans of the series’ classic ‘values’ probably need not be concerned too much; the girls will still look attractive (and busty enough) if the above screen is anything to go by.

But it should also be noted that the very traits that Tecmo seem keen to tone down this time around are what helped Dead Or Alive 5 become so successful and make them some good money in the process. The new female characters became instantly popular and the game featured a ludicrous amount of costume DLC including many fabric-starved designs that still sold well despite the high price tags. Let us also not forget that the spin-off, Dead Or Alive Xtreme 3, was also massively popular and a hot import for us Westerners who didn’t receive an official version of the game. Tecmo weren’t daft though as the Asian release of the game features full English language subtitles/menus. The point of all of this is to remember that the series didn’t suffer and lose sales because it ramped up the sexiness – quite the opposite actually. In this respect, you can say that Tecmo-Koei and Team Ninja are rolling the dice.

Personally, I really enjoy Dead Or Alive‘s silliness and have purchased quite a lot of the DLC. As I have said in other posts, I see gaming as escapism that encompasses everything that DOA does (or should I say “did”?) and while some may turn their noses up at big bouncy breasts, too many impractical bikinis or gratuitously detailed perspiration, I’m not ashamed to say that I enjoy it all. It’s just a bit of fun at the end of the day and I’m fairly positive that spending a lot of time with the games hasn’t turned me into some sort of raging pervert with no respect for real-life women. As a wise person once pointed out on some gaming forum or another many moons again, the characters are designed to look sexy and appealing on purpose – there’s nothing wrong with “falling” for the marketing.

The main concern that this shift in tone invokes in me is the same one that I felt when Capcom felt the need to censor Rainbow Mika and Cammy’s intros in Street Fighter V or when Omega Labyrinth Z was banned for us UK consumers earlier this year: the concern that our medium of entertainment is bowing to political correctness and moving away from sexy females in order to pre-emptively avoid complaints while appealing to a generation of consumers who place female empowerment and equality above simple, harmless escapism. That may seem like an extreme reaction but I won’t apologise for wanting the unrealistic and fantastical in my videogames when I sit down with a controller after a hard day’s work or when I fancy a quick break from real-life tribulations. My concerns are less about what’s happening in DOA6 and more to do with the bigger picture of what we are increasingly being told to accept is “wrong”.

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Maybe we’ve seen the end of such outfits?

But let’s also be real for a moment. The women of Dead Or Alive are still going to look attractive and booby enough. Yes, the developers want the female characters to look more realistic and warrior-like but I can tell you now that the alterations will not be that drastic. Remember that the same promises were made before DOA5 launched and the likes of Kasumi and co. ended up looking more detailed than before, not necessarily different. Most importantly, if DOA6 builds upon DOA5‘s fighting then the game will be very enjoyable to play and another nice alternative to what is already available.

And as much as I enjoyed DOA5‘s fanservice, there were several features that totally weren’t necessary and undeniably ventured into the realms of “childish” and “ridiculous”. One such inclusion was the ability to shake the controller which made the girls’ breasts bounce all over the place, usually in a totally unrealistic and unattractive way. There were also multiple settings in the options menu for altering the extremity of breast jiggle which seemed like a step too far even in my opinion. Setting this to “natural” was more than enough for me. If anything, it’s these sorts of things that I wouldn’t mind losing.

So there are several questions facing us before DOA6 launches in 2019. Will it still be a good fighting game? (I would bet money on the answer being “yes” for that one). Will Tecmo drive away more of its fans than it expects? Are they just fibbing about toning the whole thing down? Most of all, should DOA forsake its USP just to “grow up”? It’s like Netherealm Studios announcing that they will tone down the violence in the next Mortal Kombat if you think about it, which we all know would never happen. Clearly bloody, graphic death = shrug of the shoulders but boobs = the devil. Something about that ain’t right.

To conclude my thoughts on this announcement, I will say that jumping to rash conclusions and slamming Tecmo at this early stage would be foolish. The game will still be great and the girls will still be attractive so there will at least be an awesome product next year, however much they tone down the things that make the franchise (in)famous. I think the development period of DOA6 is going to be interesting and it will be fascinating to see how far Team Ninja go with this.